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Hands-on: Shiftall MeganeX Superlight Packs a Wishlist of Ergonomics Into a Tiny Package

November 1, 2024 From roadtovr

Japan-based Shiftall is the latest company making an effort to deliver an ultra-compact VR headset for enthusiasts who are willing to spend big on maximizing their PC VR experience. Despite the tiny package, the MeganeX Superlight headset still manages to deliver the optical adjustments that should be standard for every headset. Though undoubtedly expensive, the headset overall is promising, provided the company can finalize a few tweaks before crossing the finish line.

Available for pre-order in Japan, United States, EU & UK, the $1,900 MeganeX Superlight from Shiftall is purportedly set to start shipping between February and March of next year. You can check out the full breakdown of specs here.

This is a tethered headset designed for the SteamVR ecosystem. Shiftall is selling the headset by itself, which means you’ll need to bring your own SteamVR Tracking beacons and controllers—or drop another $580 to buy them new.

This week I got to check out a prototype version of the MeganeX Superlight headset and found it to be a promising piece of hardware that’s certain to be held back by its steep price.

Photo by Road to VR

Shiftall CEO Takuma Iwasa told me the headset is primarily targeted toward hardcore VR users, especially those spending long stretches in VRChat. Considering his own claim of more than 3,000 hours in VRChat, it’s clear he has a real understanding of the needs of this kind of customer.

That’s what led the company to try building a compact PC VR headset: Iwasa wants to deliver something that’s lightweight and comfortable for long sessions.

A big part of a VR headset being comfortable is about being able to adjust it to fit each individual. Getting the headset’s lenses into the ideal position for your eyes is crucial to maximizing visual quality and comfort.

To that end, I was happy to see the MeganeX Superlight includes a list of optical adjustments that I’ve long wished was standard on every headset: IPD, eye-relief, diopter, a flip-up visor, and even a lens angle adjustment.

Photo by Road to VR

IPD (or interpupillary distance) is standard on most headsets, it’s the distance between the lenses. Matching the distance between the lenses to the distance between your eyes is important to making it easy for your eyes to fuse the stereoscopic image, and for getting your eyes into the ‘sweet spot’ of the lens (the optical center, where the lens has the greatest).

On the MeganeX Superlight, IPD is set by entering your IPD measurement into the software on your computer, causing the headset’s motorized lenses to move into the desired position.

Eye-relief is less common to find on VR headsets. This is the distance from the lens to your eye. Not only is this important for maximizing field-of-view, it’s also important for dialing in the ‘sweet spot’ of the lens. That’s because the sweet spot isn’t just a plane, it’s a volume (technically speaking, this is often called the ‘eye-box’).

On the MeganeX Superlight, the mount which connects the headset itself to the headstrap makes it easy to adjust eye-relief by pinching a pair of pads which allows you to freely slide the headset closer or farther away from your eyes.

Diopter is even rarer than eye-relief. This setting changes the focus of the lens to account for a person’s vision correction needs. Rather than wearing glasses, users can dial in their diopter to enjoy a sharp view.

Photo by Road to VR

On Shiftall’s headset, there’s a small dial near the side of each lens which is used to adjust the diopter for each eye. Although this is a manual process (ie: you can’t just enter a value and have the headset set it automatically), Shiftall tells me that part of the headset’s setup process will include a calibration screen to make this process easier.

While a growing number of headsets include decent passthrough views via external cameras, if the goal is to simply look outside of your headset, it’s hard to beat your very own eyes. To that end the MeganeX Superlight has a little plunger on the headstrap mount that makes it quick and easy to flip up the visor for a glimpse of the outside world, and to flip it back down when you’re done.

And last but not least—something I’ve seen on only one other company’s headsets—is an independent lens angle adjustment.

Many VR headsets have a pivot at the point where their headstrap connects to the headset, but the angle is entirely at the mercy of how the facepad rests on the user’s face.

On the other hand, because the MeganeX Superlight headset essentially hangs down from your forehead, a small dial on the side of the mount allows you to independently adjust the angle of the headset (and thus the lenses) regardless of how the headstrap is resting on your head.

Taken all together, these adjustments make it easier for a wider range of people to get the best and most comfortable visual experience from the headset.

And if you’re planning to pay nearly $2,000 for a headset that’s not only compact, but also includes a whopping 13.6MP (3,552 × 3,840) micro-OLED display per-eye, you’re definitely going to want it to have the adjustments necessary to give you the best visuals it can.

The MeganeX Superlight’s displays are incredibly crisp, to the point that there’s simply no visible pixels, sub-pixels, or even a hint of screen-door effect that I could see in my time with the headset. The virtual world not only looks completely sharp and solid thanks to all of those pixels, it also looks very vivid thanks to the rich colors and deep blacks shown by the 10-bit display.

While I need more time with the headset to be sure, my initial impression from memory was that the MeganeX Superlight felt like it had a slightly larger field-of-view, slightly larger sweet spot, and less glare compared to Bigscreen Beyond (its nearest competitor).

From a resolution standpoint, there’s so few examples of VR content that actually have the underlying graphical fidelity to show a meaningful difference—between Bigscreen Beyond’s impressive 6.5MP (2,560 × 2,560) per-eye resolution and the MeganeX Superlight’s even more impressive 13.6MP (3,552 × 3,840) per-eye resolution—that the improvement wasn’t obviously noticeable.

But it stands to reason that the MeganeX Superlight should be the superior headset in cases where high resolving power is most important, like in flight simulators where long sightlines to distant objects are common, and for virtual desktops where resolving fine text is crucial. I’m especially interested to try the MeganeX Superlight for the latter.

While greater resolving power is always a plus, there’s no question that if you want to run VR content anywhere near the headset’s native resolution, you’re going to need to pair it with top-tier PC.

At the headset’s native 13.6MP per-eye resolution and 90Hz refresh rate, your computer will need to pump out an absurd 2.5 gigapixels per second (assuming naive stereoscopic rendering). [Note: Shiftall says the MeganeX Superlight only works with modern NVIDIA GPUs. AMD is not supported at present.]

If you don’t already have (or aren’t planning to buy) an NVIDIA 3080, 4080, or better, it’s hard to make a case for paying $1,900 for the extra pixels on MeganeX Superlight over the $1,000 Bigscreen Beyond (assuming both headsets were otherwise equal).

Photo by Road to VR

While I was impressed with the array of optical adjustments, stunning resolution, and vibrant colors of the MeganeX Superlight, I have the same reservation about the headset that I did with Bigscreen Beyond: the lack of built-in audio is a big oversight. I understand that there’s some people out there who are happy to deal with putting on their own headphones or earbuds over top of their headset, but my gut is that most people prefer the convenience of not having to deal with yet another thing to put on.

Bigscreen Beyond has since rectified this issue with an optional headstrap with on-board audio. And making it optional is fine; the people who want it can get it, and those that want to use their own aren’t stuck with it.

Shiftall tells me it’s also planning to build an optional headstrap with on-board audio, but it won’t be available (or probably even announced) before the headset starts shipping early next year. I understand that making and launching hardware is extremely difficult, but it’s a real shame to not have an audio headstrap available at launch.

Another issue I saw during my time with the headset is some pupil-swim in the lenses. That means when your eyes move in smooth pursuit (as opposed to saccading) across the lens, the scene seems to warp in an uncomfortable way.

This is typically an issue with poor lens calibration, and it isn’t uncommon with prototype headsets which aren’t being made with final tooling or calibration processes.

While there’s no reason to think the company can’t dial in its lens calibration before launch, getting it right is very important. So it’s something I’ll definitely want to get another look at closer to the headset’s release.

Assuming Shiftall manages to improve the pupil-swim—as it says it expects to—the company is on track to deliver a pretty impressive headset. The only major issues are that of cost and the lack of on-board audio. Those two factors ensure that the MeganeX Superlight will remain a niche headset. But if the company can find a clutch of users that want what it’s offering, it will have further proven out the existence of a hardcore PC VR crowd that’s willing to spend big to maximize their VR experience.

Filed Under: Feature, hardware preview, News, PC VR News & Reviews, XR Industry News

Canon Announces Pricing & November Release for New Spatial Video Lens

October 30, 2024 From roadtovr

Canon today announced a more affordable lens option designed for social media creators and videographers interested in VR and 3D content creation.

Back in June, Canon announced its RF-S3.9mm F3.5 STM Dual Fisheye lens, which was designed to allow its line of cameras to take spatial video and photos—priced at $1,099.00.

Now the company is widening its line of dual lens optics with an even more affordable VR lens system with the introduction of RF-S7.8mm F4 STM DUAL lens, which is going on sale this November for $449.99.

Image courtesy Canon U.S.A., Inc.

As the name suggests, the lens offers a 7.8mm focal length, as well as a 60-degree angle of view. Like the previously released Dual Fisheye lens, the new lens is also compatible with Canon’s latest cameras that support RF mounts, which includes EOS R, R5, R6, RP, and the R7.

While admittedly offering a lower field-of-view (FOV) than the 144-degree FOV of its bigger brother, it’s also less than half the price.

Image courtesy Canon U.S.A., Inc.

Previewed at Apple’s 2024 WWDC, Canon intends to use the new lens to meet the growing demand for accessible spatial video creation.

Notably, the new RF-S7.8mm F4 STM DUAL lens is said to operate like a traditional 2D RF lens, enabling easy setup for newcomers, and allowing anyone with its latest RF mount cameras to create immersive content for headsets like Apple Vision Pro and Meta Quest 3.

According to Hiroto Kato, Canon’s vice president of Imaging Products & Solutions, the RF-S7.8mm F4 STM DUAL lens is “an exciting step” in making 3D content creation accessible.

“With the RF-S7.8mm F4 STM DUAL lens, Canon is not only providing a new visual tool but also enhancing the way creators communicate using emerging VR, spatial and 3D technologies,” said Kato says. “This lens allows users to capture immersive content, bridging the gap between traditional content creation and the latest in VR and Spatial imagery. It’s an exciting step forward in making high-quality 3D content more approachable for everyone.”

The new dual lens is scheduled for release in November 2024, priced at $449.99. Check out the specs below:

Specification Detail
Focal Length 7.8mm
Maximum and Minimum Aperture

f/4.0 – f/16 (1/3 stops, 1/2 stops)

Lens Mount Type

Canon RF Mount; Plastic Mount

Interpupillary Distance / Baseline Length 11.8mm
Minimum Focusing Distance

0.49 ft. (5.9 in.) / 0.15 m

Maximum Magnification 0.07x
Angle of View (Diagonal) 63° 00′
Lens Construction (each lens)

9 elements in 7 groups

Special Elements (each lens)

Two UD lens elements

Lens Coating

Super Spectra Coating

Filter Size Diameter

58mm screw-type filter

Rear Mounted Gelatin Filter Holder Not Supported
Aperture Blades (each lens) 7
Lens Switches

Left-right focus difference adjustment mode switch

Dust/Water Resistance Not Provided
Focusing System

Gear type STM focusing

Left/right focus difference adjustment

Provided, user-adjustable using the Control Ring

Dual Pixel CMOS AF

Provided; Horizontal: approx. 30%, Vertical: approx. 46%

Focus Guide – Shooting Mode

Photo Mode

Left lens only supports focus guide

Photo Mode with L/R adjustment switch enabled

Both Left and Right lenses support focus guide

Video Mode

Left lens only supports focus guide

Video Mode with L/R adjustment switch enabled

Both Left and Right lenses support focus guide

Full-time Manual Focusing

Both Left and Right lenses support focus guide

Control Ring Provided
Optical Image Stabilization Not Provided
Stabilization with in-body IS (EOS R7) Not Supported
Dimensions

ø2.7″ x 1.6″ L (ø69.2mm x 41.5mm)

Weight

Approx. 4.6 oz. (131g)

Accessories

Lens Hood Not Supported
Lens Cap E-58II (bundled)
Dust Cap

Canon Lens Dust Cap RF (Bundled)

Lens Case

Canon Lens Case LP1014 (sold separately)

Extension Tubes Not compatible
Close-up Lenses 250D / 500D Not compatible
Canon RF Extender 1.4x/2x Not compatible
Canon Gelatin Filter Holder III/IV Not compatible
Rear Gelatin Filter Holder Not compatible

Filed Under: News, XR Industry News

Meta Explains Why It Sees Wide Field-of-View Headsets as a ‘bad tradeoff’

October 22, 2024 From roadtovr

Meta CTO Andrew Bosworth revealed last week a mysterious wide field-of-view (FOV) headset prototyped in the Redmond, Washington-based Reality Labs offices. Bosworth now reveals the research prototype had something close to a 210-degree FOV, however wide FOV displays are a critical tradeoff the company isn’t ready to make.

And if you were hoping this was the wide FOV Quest yet to come, you’ll probably be disappointed. Bosworth revealed in a recent Instagram Q&A the device is actually a mixed reality headset, however he tempered expectations by calling the prototype “very, very, very low resolution,” which notably featured “giant gaps in the display where there was no image at all.”

Bosworth intimated Meta won’t be chasing after such a wide FOV because there are simply too many conflicting tradeoffs.

“I know how much ya’ll love field-of-view and want more. I’m with you. I like it. I get it, I do. The tradeoffs are so bad. The tradeoffs on weight, form factor, compute, thermals… it’s all bad,” Bosworth said in the Q&A.

Image courtesy Andrew Bosworth

Enthusiast-grade, wide FOV PC VR headsets like Pimax Crystal Light ($699), Pimax Crystal Super QLED ($1,799), and Somnium VR1 (€1,900/$2,050) don’t need to worry about those things as much, as they rely on dedicated GPUs and typically don’t need to fit into the sort of tight compute and power envelopes as Quest. And as we know, Meta doesn’t produce PC VR-only headsets anymore either.

Bosworth boils it down to price, since producing a significantly larger FOV in a standalone beyond the typical 110-degree horizontal increases the costs of all associated components.

“Field-of-view is one of the most expensive things you can add to a headset. And by definition, and all that cost—that quadratic cost—is going to the least important pixels,” Bosworth said, referring the display’s periphery.

Even so, Meta doesn’t seem ready to revisit higher price points just yet—at least not after retiring Quest Pro, which released only two years ago for an eye-watering $1,500 before being reduced to $1,000 less than a year after launch. In the near-term, the company is pinning its hopes on the most affordable mixed reality standalone yet, Quest 3S.

“It’s a really tough trade to embrace. We care about field-of-view, and that’s why we do this research. We look at different ways to approach it, and attack it, and make it cheaper […] and more affordable, and not make it so expensive,” Bosworth said.

Summing up the subject on wide FOV headsets, Bosworth maintains “there is a practical reason that we end up in the space that we do.”

The prototype was developed by the company’s Display Systems Research (DSR) team led by Doug Lanman, who is also known for his work on varifocal prototypes. In 2020, DSR said its then-latest varifocal prototype, which featured static varifocal displays and folded optics, was “almost ready for primetime.” The team also showed off display prototypes capable of higher display ranges, providing better contrast for more immersive visuals. None of those technologies have made it out of the lab yet.

Instead, Meta appears to be continuing its march to reach the masses with mixed reality, acting as the lower-cost foil to Apple’s $3,500 Vision Pro—an emerging XR competition with battle lines that are still unclear.

– – — – –

A recent report from The Information maintains Meta may launch a Quest 4 sometime in 2026, which will give us a better idea of how Apple hopes to respond to similar reports of a cheaper follow-up to Vision Pro, reportedly coming sometime in late 2025.

Filed Under: Meta Quest 3 News & Reviews, News, XR Industry News

U.S. Army Needs Microsoft AR Headset to Be “substantially less” Than Projected $80K Price Tag

October 21, 2024 From roadtovr

Microsoft’s contract with the U.S. Army to build a combat-ready AR headset is worth up to $22 billion, but only if the company can deliver the goods at “substantially less than” the projected $80,000 per unit, the Army tells Bloomberg. Requirements also include definitively positive field testing, set to take place early next year.

Based on HoloLens 2, Microsoft’s specially-built Integrated Visual Augmentation System (IVAS) has faced multiple challenges since being awarded the Army contract in 2019, including poor field testing results due to reliability and ruggedness issues. Despite recent improvements in the 1.2 version, such as better reliability and display clarity, and a flip-up design, the Army hasn’t scaled up orders yet.

While the contract stipulates the Army could order up to 121,000 of Microsoft’s IVAS, that’s pending further field testing—set to take place from April to June 2025. Price is also a “key factor,” Army acquisition chief Doug Bush says.

At the annual Association of the United States Army (AUSA) conference last week in Washington D.C., Bush said testing is “going much better than the first time around,” adding that “a lot of the problems have been fixed.” The Army still needs to “something that’s affordable” in order to cue up full production, however.

2021 prototype Microsoft IVAS | Image courtesy Microsoft

Unit cost is “a key factor next year when senior leaders make decisions about going into production,” Bush said. And the pricing goal should be “substantially less than $80,000,” an Army statement obtained by Bloomberg maintains.

Around half of the bill of costs can be chalked up to the system itself, which includes the AR headset—modified with sensors and thermal imaging—a battery, and chest unit for displaying information, such as the location of overhead drones. The remainder includes increased expenditures, such as Army program management to Microsoft engineering and software support, as per the Bloomberg report.

“We are going through the program to identify where we can reduce costs,” Microsoft’s Mixed Reality and HoloLens chief Robin Seiler told reporters last week. “It’s a fairly complex system, so when you look at cost reduction you have to look at it from a component level, from a labor level and from your supply chain.”

Despite best efforts, Microsoft’s contract may actually be at risk. The Army is reportedly preparing to hold ‘IVAS Next’ later this year, a new open competition that could see Microsoft replaced entirely as the prime contractor of IVAS.

Meanwhile, in an apparent bid to boost Microsoft’s chances at keeping the contract, Oculus founder Palmer Luckey’s defense startup Anduril has partnered with Microsoft to provide the combat-ready headset with its Lattice platform, which integrates real-time threat detection to improve battlefield awareness and survivability by sourcing data from drones, ground vehicles, and aerial defense systems.

Filed Under: News, XR Industry News

Meta CTO Confirms Mixed Reality Glasses Project, AI Earbuds with Cameras & Cancellation of High-End Quest

October 16, 2024 From roadtovr

In an interview with The Verge, Meta CTO and Reality Labs chief Andrew Bosworth confirmed a number of projects previously subject to speculation, detailed the company’s strategic shift toward AI, and confirmed plans to deepen its partnership with Ray-Ban parent EssilorLuxottica.

Meta reorganized Reality Labs earlier this year to better focus on wearables, such as Ray-Ban Meta Smart Glasses and AI-driven wearable tech, like the newer version of its wrist-worn controller revealed last month alongside Meta’s Orion AR glasses prototype.

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

To get there though, Bosworth outlined the company’s multi-phase process for product development. In a nutshell: a “pre-discovery” team prototypes novel concepts. Some ideas move to the “discovery” phase for feasibility and industrial design evaluation. Prototyping follows with more extensive executive involvement, and products that pass engineering validation may go to market.

In the interview, Bosworth confirmed a number of claims made in recent reports, including rumors that Meta is exploring earbuds with cameras, similar to what we’ve heard is currently going on at Apple, and a pair of mixed reality goggles which recently entered the discovery phase, described as “steampunk-like.”

Although Bosworth didn’t confirm this, a previous report from The Information maintained those mixed reality goggles could arrive as soon as 2027—assuming they successfully pass both prototyping and engineering validation phases.

Bosworth also confirmed a previous report that Meta has canceled a high-end Quest headset, codenamed La Jolla, which was initially expected to become the Quest Pro 2. The cancellation of La Jolla was likely due to tepid consumer responses to high-priced headsets like the Quest Pro and Apple Vision Pro.

Meta Quest Pro | Image courtesy Meta

It also seems reports were correct surrounding Meta’s plans to take a noncontrolling stake in EssilorLuxottica, the company behind Ray-Ban Meta Smart Glasses. Meta is seeking volume while the eyewear giant seeks margins. “That’s the tension, and we found a good solution to it, so we’re pretty excited about it,” Bosworth told The Verge.

Meanwhile, Meta is increasingly focused on AI-powered devices, aiming not to be outpaced by competitors like Apple. To boot, Meta is now developing multiple products simultaneously, a marked shift from its early days.

“We definitely don’t want to be outflanked by someone who came up with some clever, integrated wearable that we hadn’t thought about,” Bosworth says. “If there’s a part of your body that could potentially host a wearable that could do AI, there’s a good chance we’ve had a team run that down.”

This comes as Meta has just released Quest 3S, its new $300 mixed reality headset that undoubtedly hopes to replicate Quest 2’s success by packing in Quest 3’s chipset and full-color mixed reality capabilities alongside last-gen displays.

Filed Under: Meta Quest 3 News & Reviews, News, XR Industry News

Shiftall Opens Pre-orders for ‘MeganeX superlight’ Ultra High-Resolution OLED PC VR Headset

October 11, 2024 From roadtovr

Shiftall has launched pre-orders for its newly unveiled MeganeX superlight 8K, a slim and light, high-resolution OLED PC VR headset tracked by SteamVR base stations.

While Panasonic sold off its XR hardware startup Shiftall earlier this year, the companies held a joint press conference in Tokyo yesterday to announce MeganeX superlight 8K, which is slated to start shipping between February and March 2025. Pre-orders are now available in the US, priced at an eye-watering $1,900.

Boasting a flip-up design, MeganeX Superlight 8K is hoping to impress with its 1.35-inch micro OLED displays, offering a resolution of 3,552 × 3,840 per-eye and 90 Hz refresh rate. Supporting 10-bit color depth, the PC VR headset also offers HDR support through SteamVR.

Image courtesy Shiftall

Weighing in at 185g (without headstrap), the headset also features proprietary pancake lenses built by Panasonic and motorized interpupillary distance (IPD) supporting users from 58 to 72 mm, along with focus adjustment from 0D to -7D.

It includes built-in dual microphones with beamforming and features 6DOF head tracking thanks to the inclusion of SteamVR tracking via base stations (version 1.0 or 2.0 required). An add-on prescription lens option will be announced in the future.

Shiftall MeganeX superlight 8K in flipped-up position | Image courtesy Shiftall

While MeganeX superlight 8K doesn’t feature any sort of onboard audio, it does include a USB Type-C expansion port for headphones.

Only available in Japan and the US for now, Meganex superlight 8K is hoping to resonate with the same sort of PC VR crowd who gravitated towards Bigscreen Beyond, which notably packs in lower-resolution micro OLED displays (2,560 × 2,560 pixels per-eye) at nearly half the price, and at a lower weight (127g).

Like Bigscreen Beyond and the original MeganeX, which only saw a limited release in Japan in late 2023, MeganeX superlight 8K is tapping into the SteamVR ecosystem, meaning you’ll need to bring your own controllers and tracking base stations. You can pre-orders here in the US for $1,900.

Check out the specs below:

MeganeX superlight 8K Specs

Display

1.35 inch Micro OLED / 10 bit

Contrast Ratio

1,000,000:1

Resolution

3,552 × 3,840 per-eye (7,104 × 3,840 pixels for both eyes)

Color Depth

8 bit: 256 gradations, 10 bit: 1024 gradations

Color Gamut

95% DCI-P3 coverage

HDR

Supported via SteamVR

Refresh Rate 90Hz
Lens

Pancake lens (Panasonic built)

Interpupillary Distance (IPD)

58-72 mm (electrically adjustable)

Focus Adjustment 0D to -7D
Add-on prescription lens

Announcing soon

Weight

Less than 185g (6.5 oz)* *Note: Main body only

Wearing Method

Forehead pad + Head strap or Handheld adapter

Input (Microphone)

Built-in dual microphones with beam forming

Tracking

6DoF head tracking with SteamVR tracking *Note: Base station 1.0 or 2.0 required

Connectivity

PC: DisplayPort + USB 2.0, Headset side: USB Type-C *Note: Uses included converter box

Package Contents

MeganeX Superlight 8K, Light shade, Forehead pad, Head strap, USB Type-C cable (9.8 ft / 3 m), USB Type-C cable (3.3 ft / 1 m), DisplayPort cable, AC adapter, Converter box, X2 dongle (for SteamVR controller), Handheld adapter, Safety precautions, Warranty card

Price $1,899

Filed Under: News, PC VR News & Reviews, XR Industry News

Sightful Cancels Headless AR Workstation ‘Spacetop’, Pivots to Windows AR Software

October 9, 2024 From roadtovr

Sightful, the hardware startup working to carve out a new ‘headless AR laptop’ niche, has cancelled plans for its $1,900 Spacetop G1.

Unveiled back in May, Spacetop G1 was set to be the company’s first commercially available product following the early access release of its first Spacetop, which delivered a somewhat bulgy laptop form factor tethered to a pair of XREAL AR glasses.

Now, the company tells CNET it’s cancelling Spacetop G1 altogether, and that pre-order customers will be are offered refunds for their $100 deposits.

Image courtesy Sightful

Sightful says this comes down to difficulties competing with Microsoft’s own neural processing units (NPU), which are integrated into its latest generation of Surface laptops, as well as the usual cadre of partner OEMs, such as Lenovo, Dell, Asus, and HP. Those NPU-integrated laptops promise to improve processing power and battery efficiency when running AR applications.

Previously targeting an October 2024 launch, Spacetop G1 was set to use its own Android-based SpaceOS, running on Qualcomm’s Snapdragon QCS8550 chipset, and exclusively tethered to the supplied XREAL Air 2 Ultra glasses.

Sightful, which secured $61 million in funding to date, now says its shifting focus to a software product for Windows laptops, enabling a similar AR experience, which will run Windows apps and integrate with Microsoft’s CoPilot AI features.

The company says its software will be available in early 2025, initially compatible with Xreal AR glasses via USB-C. More AR glasses could be added, however Sightful hasn’t shared any specific plans.

Furthermore, Sightful says Mac support will arrive post-launch, and there may also be the potential to expand beyond laptops, such as TVs and phones, however it hasn’t provided any specific timeline yet.

Filed Under: News, XR Industry News

Samsung Reportedly Deepens XR Ties with Google in Push for Ray-Ban Smartglasses Competitor

October 8, 2024 From roadtovr

Samsung and Google announced in early 2023 that, along with Qualcomm, they’d be releasing an “XR platform” based on Android, which could also see the release of a high-end mixed reality headset. While we still haven’t heard exactly what that XR partnership will entail, a new report from The Information maintains Samsung and Google are also working on smartglasses positioned to potentially compete with Ray-Ban Meta Smart Glasses.

The report, citing insider sources, alleges Google staffers pitched the idea earlier this year of creating smartglasses with Samsung, which would ostensibly manufacture and market the device to include Google’s own AI efforts.

It was said Google created several smartglasses prototypes in a bid to interest manufacturing partners, such as Samsung.

black display
Google founder Sergey Brin wearing Google Glass (2013) | Image courtesy Google

One such prototype, which The Information reports is code-named ‘Betty’, had a monocular display—conceptually similar to the now discontinued Google Glass. Two other prototypes, code-named ‘Barry’ and ‘Mary’, were said to include stereo displays.

Notably, Meta’s Ray-Ban smartglasses don’t include any displays, relying primarily on voice commands and touch input for things like listening to music, taking video and photos with its on-board cameras, and doing casual AI web searches.

The forthcoming smartglasses collab is allegedly the result of meetings with Samsung executives early this year, Googlers such as Juston Payne, director of product management, and Shahram Izadi, vice president of AR.

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

There, it was emphasized that comparatively lighter smartglasses were more feasible than pushing for full AR glasses, such as Meta’s Orion AR prototype unveiled at Connect 2024 this past month.

In short, smartglasses with a display could provide the user basic content, such as text and directions, in a relatively small field of view. Full AR glasses would provide a more immersive, large field of view with content such as 3D objects and 2D windows that are anchored inside your real-world environment. Learn more about the difference between AR and smartglasses in our primer.

Whatever the case, we’re sure to learn more soon, as Samsung/Google/Qualcomm confirmed at Samsung Unpacked in July their Android XR platform will be revealed by the end of 2024, which may include launch details surrounding forthcoming XR hardware.

Filed Under: News, XR Industry News

Meta Orion Interview Dives Deep Into Details Like Resolution, Battery Life, & More

October 7, 2024 From roadtovr

Meta’s biggest reveal at last week’s Connect conference was definitely the Orion prototype AR glasses, which the company says it’s been working on for nearly five years. It’s a big deal not only because of how compact it is, but because Meta says it wants to eventually turn the prototype into a consumer product.

You may have caught our high-level coverage of the Orion headset here, but our friend Norman Chan from Tested got to sit down with Meta CTO Andrew “Boz” Bosworth to try out the glasses and learn about the Orion project. In typical form, he digs deep into the intriguing technical details of the headset. You can check out his full video below, or scroll further down to get a summary of the technical details Chan learned from his demo and conversation:

Although Orion isn’t ready for mass production, Meta says it’s planning to build around 1,000 units for internal testing. At a purported cost of $10,000 for each prototype, that’s a cool $10 million worth of hardware the company will be shelling out to get enough devices that it can do testing and development at a reasonable scale.

The Orion glasses weigh just 98 grams, which is right under the 100 grams threshold that Meta believes is important for making something that actually looks and feels like glasses rather than goggles. For comparison, the classic Ray-Ban Aviator sunglasses weigh around 30 grams, and Meta’s own Ray-Ban smartglasses weigh around 50 grams. So the Orion AR glasses might be reasonably called glasses, but they’re still chunky bois.

Still, 100 grams is incredibly lightweight if you consider that Orion is packing most of the same fundamental capabilities as Meta’s own Quest 3 headset, which is more than five times heavier at 515 grams.

In addition to the novel silicon carbide lenses we heard about, which help the glasses reach a large (for their size) 70° diagonal field-of-view, Orion also employs MicroLED projectors which are not only tiny, but super bright. Meta says they can output hundreds of thousands of nits of brightness. It’s essential to start with such a bright light source because it’s a complex optical path that loses lots of light along the way. By the time it reaches your eyes, you’ll be seeing just 300–400 nits.

That’s a bit brighter than your average VR headset, but still a long way from bright enough to use outside on a bright day. You’d need around 3,000 nits for reasonable outdoor usability. That means Meta will need to find a brighter light source, or reduce inefficiency in the optical path, if it wants Orion to be something people will wear outside of their homes.

As for resolution, Chan says the main Orion demo has a resolution of 13 pixels-per-degree, which is a bit of a surprise. Because AR glasses often have a smaller field-of-view than their VR counterparts, usually they get an advantage on PPD because the available pixels are spread over a smaller area. But even with a 70° field-of-view, Orion has only about half of the PPD of Quest 3 (25PPD).

However, Meta was apparently also demoing a similar Orion prototype that was 26 PPD, but that came at the cost of image brightness. The company told Chan that its goal is to reach a resolution of 30 PPD by the time Orion becomes a proper product. That’s still far from a ‘retina’ resolution of 60 PPD, but should be enough to make the headset useful for text-based work.

One of the most interesting details from Chan’s interview was the way Orion glasses implement eye-tracking.

Like other headsets, the technique involves illuminating the eye with a series of infrared LEDs, then point a camera at the eye to reverse-engineer the position of the eye based on the visible reflection of the IR LEDs. Usually the IR LEDs are placed in a ring around the lens, but Chan noted that Orion places absolutely tiny LEDs directly in the user’s field-of-view—right on the lens.

In order to make it all invisible to the wearer, the wires that power the LEDs are arranged in a nearly randomized pattern that you could easily mistake as a bit of hair on the lens.

Image courtesy Meta

A random pattern is less eye-catching than a clearly defined pattern (the basis of many optical illusions). Between the random pattern, minuscule thinness of the wires, and nearness to the eye, Chan said it was all but invisible when looking through the lens.

It was also mentioned that the ‘compute puck’, which offloads much of the processing work from the glasses, uses a custom Wi-Fi 6 protocol to communicate, with a range of 10 or so feet.

The custom protocol purportedly focuses on ‘pulsing’ data from the puck (rather than continuously streaming it) to reduce both heat production and power consumption. We can imagine this being a packet-like approach where instead of communicating constantly from the puck to the glasses, outgoing information is gathered over the course of a discrete time period before being packaged and transmitted.

While the puck is plenty large and is said to be capable of “all day” battery life, the glasses themselves can currently run for up to three hours—essentially the same battery life you’d expect from a standalone VR headset.

Compared to research prototypes shown by Meta in the past, Orion isn’t just made to give people a look at the experience the company wants to eventually deliver. Orion is more of a preview of a product that Meta is actively building.

The company says it still plans to make the glasses smaller, higher resolution, and affordable. And so far Meta says it expects the eventual consumer version of Orion should become available before 2030 and cost somewhere around $1,500.

There’s even more details packed into Chan’s video than we covered here! If you want to hear it all, check out the full video.

Filed Under: News, XR Industry News

Meta’s Head of XR Apologizes to Oculus Founder Regarding His Ousting

October 3, 2024 From roadtovr

Andrew ‘Boz’ Bosworth, Meta CTO and Reality Labs chief, has publicly apologized to Palmer Luckey, founder of Oculus who was ousted from the company in 2017 for political reasons.

To this day, Meta (ex-Facebook) never publicly confirmed why Luckey was fired, with CEO Mark Zuckerberg even going on record in a U.S. congressional hearing in 2018, saying Luckey’s ousting “was not because of a political view.”

It was however a political action that ostensibly gained Luckey notoriety among company leadership that led to his ousting in March 2017, only three years after Meta acquired Oculus for $2 billion.

Oculus founder Palmer Luckey on stage at Oculus Connect 2015 | Photo courtesy Oculus

“I got fired for no reason. I gave $10,000 to a pro-Trump group, and I think that’s something to do with it,” Luckey said in a 2018 Wall Street Journal interview, referencing his 2016 donation to an anti-Hillary Clinton ad campaign called ‘Nimble America’.

This has understandably left some bad blood between Luckey and Meta at large over the years, with Luckey exiting the consumer XR space entirely with the founding of his own defense technology company, Anduril Industries.

Carmack’s Regret, Boz & Luckey Showdown

Former Oculus CTO John Carmack, who left the company in 2022, reignited the smoldering flame this April in post on X, saying he regretted “not doing more to support and defend Palmer Luckey at Facebook.” According to Carmack, if former Oculus founders had united, things may have panned out differently.

“Unfortunately, FB encouraged “bring your whole self to work”, which meant politics was openly present, and rabble rousing was a thing,” Carmack said in a follow-up post. “I would guess that an employee referendum would have gone against Palmer, but it might have been different if there was a unified front of Oculus founders behind him.”

John Carmack at Oculus Connect 5 | Image courtesy Oculus

Additionally, Carmack said he believed Luckey’s firing was due to “hysterical internal employee pressure,” noting further he “[didn’t] think Mark Zuckerberg had a strong personal view on it.”

As a programming luminary and one of the clearest windows into Meta’s internal workings during his time there, when Carmack speaks, it tends to carry a lot of weight, which prompted current Bosworth to enter the conversational fray.

Responding to Carmack, Bosworth called him “woefully incorrect” on his speculation of an employee referendum to oust Luckey, further stating “I am not in a position to correct [,] except to say maybe don’t speculate!”

Then, when Boz claimed he actually defended Luckey before his ousting, it didn’t sit right with aggrieved party. Here’s Luckey’s response:

“Great story to tell now that I have dragged myself back to relevance, but you aren’t credible. You retweeted posts claiming I donated to white supremacists, and a post saying that anyone who supports Trump because they don’t like Hillary Clinton is a shitty human being. You publicly told everyone my departure had nothing to do with politics, which is absolutely insane and obviously contradicted by reams of internal communications. It is like saying the sky is green. Same goes for you telling people that I wasn’t pressured into saying anything untrue, that any mention of politics and who I was voting for was up to me. Can I post my original statement, the one that was explicitly rejected on account of saying negative things about Hillary Clinton, or is that still considered Work Product? Maybe you are lying, maybe you are just ignorant and willing to launder the lies of others about something you weren’t even around for, but don’t try to play the apolitical hero here.”

If you want to see two multi-millionaires who aren’t running for political office argue with each other, don’t miss the rest of the thread.

Boz Brokers Peace

Nearly five months since the online rift, Luckey was actually invited back to the Meta mothership for the first time since his departure in 2017, where he got a chance to not only try out the company’s Orion AR glasses prototype, but also received a face-to-face apology from Bosworth, which the Meta CTO echoed in a recent post on X.

“I’m glad you came by to check out Orion. I mentioned this in person, but I also wanted to publicly apologize for my previous comments about your time at (then) Oculus. I’m sorry,” Bosworth said. “After reading the recent Tablet piece I dug into some of the events that preceded my time when a different set of people who are no longer at the company were running the group. It turns out I was misinformed but that’s no excuse and since I wasn’t involved I should never have said anything. I’m grateful for the impact you made at the company and in developing VR overall. Looking forward to showing you more of our work in the future.”

Palmer Luckey demoing Meta Orion AR prototype | Image courtesy Palmer Luckey

“Thanks, Boz. Apology accepted,” Luckey responded. “I am infamously good at holding grudges, but Meta has changed a lot over the past 8 years. The people responsible for my ouster and internal/external smear campaign aren’t even around anymore. At some point, the Ship of Theseus has sailed.”

Luckey further stated it was “pretty surreal to be back on campus with you guys, Orion alone was well worth the trip. It is more or less exactly what I would have wanted to accomplish.”

The Tablet exposé referenced by Boz even had kind words directly from Zuckerberg, which Luckey highlights in an X post as not coming from the usual “PR flunkey”:

“I have a huge amount of respect for Palmer—both for what he’s done for VR and for now achieving the rare feat of building multiple successful companies,” Zuckerberg told Tablet in a statement this month, his first regarding Luckey in several years. “He’s an impressive free-thinker and fun to work with. I was sad when his time at Meta came to an end, but the silver lining is that his work at Anduril is going to be extremely important for our national security. I’m glad an entrepreneur of his caliber is working on these problems. I hope we can find ways to work together in the future.”

Filed Under: News, XR Industry News

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